Evocation Spells
The school of the war mage. A flash of fire, a spear of ice, a bolt of lightning from the fingertips. Anything that is a flash of power, a burst of light, or otherwise very temporary is an evocation. Most evocation spells require the targeted creatures to make a save rather than the caster to make an attack roll.
Simplex
Energy Bolt: Selected energy type deals 1d4 and +1d4 per 2 CL (Max 5d4) damage
Light: Make a touched object glow like a torch for 1 hour per CL
Advanced Simplex
Energy Strike: Melee touch attacks deal 1d4 + 1d4 per 2 HD energy damage per hit.
Greater Missile Strike: Fire a large magic missile at a single target dealing 1d6 per 2 CL damage Max 5d6; gain a second missile at 15th level
Level 1
Darkness: Make area around yourself dark; impenetrable by most light sources
Energy Spray: 15 ft. cone of at least 1d4 energy damage
Flash Bang: 15 ft. radius temporary stun and blind.
Fox Fire: Fills an area with glowing mushroom spores that reduces their AC and reveals hidden foes.
Magic Missile, Lesser: Fire unerring missiles at your foe
Palm Burst: Melee touch for at least 1d10 energy damage
Sonic Lance: Deals at least 1d6 sonic damage, temporarily deafens, does extra damage to materials
Level 2
Energy Imbuement: Swiftly apply energy damage to a weapon, for a short time.
Mote: Concentration spell; Deal at least 1d6 energy damage a round for several rounds
Torrent: Water wave shoves foes, sometimes deals damage, in an area
Wind Buffet: Create a swift buff of wind that interrupts casters and pushes others back
Level 3
Energy Burst: Deal at least 1d6 points of selected energy damage in a radial area.
Energy line: Deal at least 1d6 points of a selected energy damage to all subjects in a line
Golden Rays: Shoot rays that deal heat damage and deal double damage to undead
Magic Missile, Moderate: Unerring missile swarm deals 1d6 force damage per missile, divided evenly among visible targets in range
Palm Toss: Throw subject into the air and knock them prone
Water Jet: Sweeping beam of water deals at least 1d6 slashing damage in area
Level 4
Energy Cloak: Deal retaliation damage with selected energy type. Take half damage from selected type
Holy Fire: A lash of (un)holy energy and fire to cleans your foes
Scoria Spray: 30 ft. cone deals heat and bludgeoning damage; obscures vision
Level 5
Area Denial: Turn squares into traps that deal energy damage
Bulwark of Force: Create a very sturdy wall of force the breaks line of effect, but not line of sight.
Energy Chain: Deal at least 1d10 energy damage to selected targets in an area
Level 6
Lode Disc: Magic disc causes havoc with metal weaponry
Greater Magic Missile: Fire up to 4 large missiles for moderate damage
Level 7
Deflagration: Greatly burn a foe with fire, ignite nearby foes as well
Rime Deposition: Freeze the water in the air around a subject, deals damage and locks target in place
Saline Encasement: Form a damaging crust of salt on your foe dealing upfront damage, and damage over time
Vitrification Field: Create an area that deals slashing damage to creatures that enter it
Level 8
Bolt from the Blue: Regardless of weather, drop a powerful bolt of lightning on a target.
Crystal Halo: Create a halo of crystal shards that does several things